X-Piratez v0.96 introduces a new mission to the mod:STR_LOC_RET_BASE, a Reticulan base mission.This will be missing from your game unless you start a new campaign.
The way OpenXCom generates missions is a bit odd. When you launch a campaign, it generates all the possible missions for the whole game. When you save your game, instead of saving missions that have already happened so they don't happen again, OpenXCom saves possible future missions in the save file.
This means that, when upgrading to a new version of a mod with new missions added, you will never see them. This is because they are not listed in your save file from the old version (because they didn't exist when you generated your new game). When reading in the save file with the new version, since the new missions are not listed, the game thinks that they have already happened!
This is an unfortunate design choice that makes changing missions a bad thing for upgrades. If instead missions that already happened where saved, you would never have this problem. Luckily, there is a fix: You can go in your save and add the new missions, so that they can be generated from the next month onwards normally.
In order to do this:
1 - open your game save (any text editor will do)
2 - search for "alienStrategy". This is the section of the game save that keeps all the possible missions.
3 - go down to "possibleMissions"
4 - under each region, you need to add the missing missions. Note: Dioxine also changed the odds of seeing another mission, so you can fix that as well! Below is a list of all the changes: Remove the lines in red, add the lines in green. If one of the lines in red is missing, that means you already saw the mission, so don't add the following green line.
Missions to add:alienStrategy:
possibleMissions:
- region: STR_NORTH_AMERICA
missions:
Nothing changed
- region: STR_ARCTIC:
missions:
STR_MISSION_LOC_RET_BASE: 25
- region: STR_ANTARCTICA
missions:
STR_MISSION_LOC_RET_BASE: 25
- region: STR_SOUTH_AMERICA
missions:
STR_MISSION_LOC_RET_BASE: 60
- region: STR_EUROPE
missions:
STR_MISSION_LOC_RET_BASE: 60
- region: STR_NORTH_AFRICA
missions:
STR_MISSION_LOC_RET_BASE: 60
- region: STR_SOUTHERN_AFRICA
missions:
STR_MISSION_LOC_RET_BASE: 60
STR_MISSION_RETICULAN_TRADING: 100
STR_MISSION_RETICULAN_TRADING: 110
- region: STR_CENTRAL_ASIA
missions:
STR_MISSION_LOC_RET_BASE: 60
STR_MISSION_RETICULAN_TRADING: 60
STR_MISSION_RETICULAN_TRADING: 70
- region: STR_SOUTH_EAST_ASIA
missions:
STR_MISSION_LOC_RET_BASE: 60
STR_MISSION_RETICULAN_TRADING: 60
STR_MISSION_RETICULAN_TRADING: 70
- region: STR_SIBERIA
missions:
STR_MISSION_RETICULAN_TRADING: 50
STR_MISSION_RETICULAN_TRADING: 70
- region: STR_AUSTRALASIA
missions:
STR_MISSION_LOC_RET_BASE: 60
STR_MISSION_RETICULAN_TRADING: 50
STR_MISSION_RETICULAN_TRADING: 70
- region: STR_PACIFIC
missions:
STR_MISSION_LOC_RET_BASE: 60
Although this may sound like something bad happened, it didn't ;) Something great happened: Dioxine added even more awesome stuff for us to play with! :D
Enjoy!
alienStrategy:
possibleMissions:
One thing though... you should mention that the saves need to be moved into "piratez" subdirectory.
Upgrading 0.96 to 0.97.
- Rename all STR_FLOATER_??? to STR_GUILD_??? and STR_SNAKEMAN_??? to STR_CHURCH_???. Do NOT touch STR_FLOATER and STR_SNAKEMAN, though, leave them as they are.
Piratez_Armors.rul
with any text editor and replace instance of "corpseGeo: STR_FLOATER_CORPSE"
wtih "corpseGeo: STR_GUILD_CORPSE"
to fix the floater issue.STR_SNAKEMAN_CORPSE
with STR_CHURCH_CORPSE
alienStrategy:
possibleMissions:
Nope. If you're ultra-paranoid, you may clear all inventory from ships then re-arm the gals again, but I don't think anything will be amiss even if you don't do that.
Actually, I am a bit paranoid and I am facing some problems with gals finding themselves in armors with fewer pouches suddenly. Seems that equipment is still put into non-existing places according to the "equipmentLayout:" and cannot be removed. Clearing all equipment from vessels' inventory only affects the gals assigned to a vessel. As a solution, one can manually delete all the "equipmentLayout:"s from the .sav.
However, the problem can come back at you, when you change a gal's armor to a less pouchy one.
This doesn't happen for me... the equipment from non-existing slots is put on the ground.
Do you have a save where I could see this?
Actually, I am a bit paranoid [...]so, no.
Also, try pressing "X" (or whatever shortcut you have for de-equiping)... this should remove the "hidden" items, if there are any and put them on the ground.
This definitely doesn't happen. When you change the armor, all equipment is first put on the ground, then armor is changed, fixed weapons assigned and then equipment is put back in place... if possible. What didn't fit stays on the ground.
discovered:
- STR_CONTACT_FUSO_ZZZ
- STR_CONTACT_DEALERS_ZZZ
- STR_CONTACT_KRAZY_HANNA_ZZZ
- STR_CONTACT_GENERAL_SUPPLIES_ZZZ
- STR_CONTACT_SHIP_JUNKYARD_ZZZ
- STR_SURVIVAL_ZZZ
- STR_BALLISTICS_ZZZ
- MEGASCORPION_ARMOR
- STR_MEGASCORPION_CORPSE
- STR_MEGASCORPION_TERRORIST
- STR_HARPOON
- STR_COLT45
- STR_SNUBBY
- STR_MP
- STR_PISTOL_LT
- STR_REVOLVER
- STR_LUGER
- STR_PISTOL_BM
- STR_PISTOL
- STR_SMG
- STR_DB_SHOTGUN
- STR_SHOTGUN_PA
- STR_COMBAT_SHOTGUN
- STR_RIFLE_AK
- STR_RIFLE_M16
- STR_RIFLE_SA80
- STR_WINCHESTER
- STR_HUNTING_RIFLE
- STR_GRENADE
- STR_GRENADE_FRAG
- STR_PISTOLS_SUMMARY
- STR_SHOTGUNS_SUMMARY
- STR_BEER
- STR_MEGASCORPION_POISON
- STR_VIOLENCE
- STR_CUNNING
- STR_SURVIVAL
- STR_WEIRDNESS
- STR_MOLOTOV
- STR_BALLISTICS
- STR_COMMUNICATIONS
- STR_CONTACT_GENERAL_SUPPLIES
- STR_CLOAKING_DEVICE
- STR_CONTACT_SHIP_JUNKYARD
- STR_CONTACT_KRAZY_HANNA
- STR_CONTACT_DEALERS
- STR_CONTACT_FUSO
- STR_WORKSHOP
- STR_LARGE_RADAR_SYSTEM
- STR_LIBRARY
- STR_GENERAL_STORES_LARGE
- STR_ANIMAL_TAMING
- STR_BOW_H
- STR_TORCH
- STR_MONSTER_HUNT
- STR_RUNT_OUTFIT
- STR_BRAINER_OUTFIT
- STR_SC_WIRE
- STR_TINKERING
- STR_WENCH_OUTFIT
- STR_MISSION_GUILD_OUTPOST
- STR_MINI_LASER
- STR_SCI_REP
- STR_FLINTLOCK_RIFLE
- STR_SNIPER_SUMMARY
- STR_SMG_SPIKED
- STR_GYMNASTICS
- STR_SIDEWINDER_MISSILES
- STR_SIDEWINDER_REPORT
- STR_CANNON_REPORT
- STR_MED_CANNON_REPORT
- STR_CONTACT_CAR_THIEVES
- STR_CONTACT_CAR_THIEVES_ZZZ
- STR_DATA_MINING
- STR_SMITHING
- STR_SMITHING_ZZZ
I never liked the Zeppelins anyway. I'd rather put Hideouts with radars all over the world and have to defend them all the time instead. I'd even be able to get proper air superiority that way instead of wasting a hangar slot for a Zeppelin
- STR_CAMOUFLAGE
- STR_HEATVISION
- STR_CONTACT_BUILDERS
Update to 0.99E.1:Could you be a bit clearer on where to place that? I'm not sure where 'items' is.
Upgrading on Battlescape unadvised.
> If you have started a campaign pre-0.99E, add STR_CODEX_GREEN to your items.
> If you have started/upgraded to 0.99E, and researched the Tiny Drill Investigation, but didn't build the Ventura yet, replace your STR_MENACING_HULL with:
- If researched Gray Codex, STR_FORTUNA_HULL;
- If researched Red Codex, STR_METALLO_HULL;
- If researched Green Codex, STR_VENTURA_HULL;
- If researched Gold Codex, STR_FUEGO_HULL.
Could you be a bit clearer on where to place that? I'm not sure where 'items' is.
Search for "items:" in your .sav and add to list "STR_CODEX_GREEN: 1". Be aware that there may be more than one "items:" entry - most likely the second one marks the list of the items in your hold while the first one is your ship's inventory.There are two, yes. Which one should I put it into?
There are two, yes. Which one should I put it into?
The second one!I'm getting 'illegal tab when looking for indentation'.
EDIT: nvm got it oxcom is fussy when saveeditting with notepad ++
This one, and nothing more. If you don't do it, not a biggie, only all Integrated Circuits you have will change into Sectoid Corpses that can be sold for $20k apiece.So that's why I had suddenly 20 corpses. :-) Thanks. If it is not problém, I am not going to tinker with it and collect the integrated circuits anew.
- x: 1
disabled: false
type: STR_ALIEN_CONTAINMENT
y: 4
hadPreviousFacility: false
- x: 1
disabled: false
type: STR_CRYO_PRISON
y: 4
hadPreviousFacility: false
The Guild internally uses the floater faction; so when the Nubirans are finally implemented, is the Guild gonna become a new faction too?
And how come this wasn't done with the Academy, who are still internally sectoids while the actual sectoids are instead a new faction?
About the trophies: just put all the "Preq: xxxtrophy" techs in your queue with 0 brainers. They should go away, and allow you to manufacture them.
Hello, I downloaded version 99j1, played for a bit, then took a break because I figured like most mods that development was going to proceed at a snail's pace. What I didn't count on was Dioxine's excellent turnover time, and now I'm multiple updates behind. I figure getting into the minutae of each update at this point would just be a giant headache for everyone involved so, to simplify, would it be a better idea to track down all of the legacy versions and Upgrade->Open Save->Save Game->Upgrade->Etc or should I be reasonably fine just jumping to the latest version?
For the record, all I'm concerned with is bugs that will either crash the game or bug the research tree and otherwise make the game impossible to complete. A few items transforming or going missing is always something I can recover from. My tech tree progress is 18%, if that matters.
Hello, I downloaded version 99j1, played for a bit, then took a break because I figured like most mods that development was going to proceed at a snail's pace. What I didn't count on was Dioxine's excellent turnover time, and now I'm multiple updates behind. I figure getting into the minutae of each update at this point would just be a giant headache for everyone involved so, to simplify, would it be a better idea to track down all of the legacy versions and Upgrade->Open Save->Save Game->Upgrade->Etc or should I be reasonably fine just jumping to the latest version?
For the record, all I'm concerned with is bugs that will either crash the game or bug the research tree and otherwise make the game impossible to complete. A few items transforming or going missing is always something I can recover from. My tech tree progress is 18%, if that matters.
My tech tree progress is 18%, if that matters.The wise option is to start from the beginning. That's going to be a completely different game with all the changes given
The wise option is to start from the beginning. That's going to be a completely different game with all the changes given
I've gotten attached to the few veterans that have managed to survive.Sure! I think that the game's brilliant is the early game (0-30% progress, and especially the first year). It is a lot more about tactics and equipment, sudden events and opportunities. Also, my opinion that it is a mistake getting attached to the soldiers. You are the manager, that's your project. Boost it. Also, try Iron Man, that's makes it completely immersive. But it takes a lot more micromanagement.
Will anything break upgrading from J10 to J11?
No, otherwise there would be a post here.
Nothing broke with Piratez, but the 'experimental' openxcom exe bundled with J11 didn't work on my win7 32bit, so I replaced it with the lastest exe from xcomfiles and it works ok.
As mentioned elsewhere: XCF is using the experimental exe as well, from 16.01.2019.
Maybe it's a 32bit issue only?
After upgrading to new version:
-I can't purchase Chinese Dragon anymore (although I have chosen red codex)
-I can't hire Hands (I know it is supposed to be mutually exclusive with slave soldiers now but it seems to default to slaves once you have it researched)
I upgraded from J10 to J11 and got an error message. "WARNING: This save relies on mods that are unavailable. Missing content will be removed, and it may fail to load. Continue?" Was there something I forgot to copy? I copied the UFO folder, my save games and options.cfg. I'll try openxcom.log next.
mana: 0
mana: 50
Don't despair, however: you can effectively enable it in existing campaign by deleting "alien strategy" section from your save. This will not affect already existing bases.
Nooby question .. This means everything including the "alienStrategy:" line all the way up to the line before "deadSoldiers:"?
For L10, actually what has to be deleted is all stuff right below the alienStrategy: string, that is to say all its content (what is below the line) till the missionLocations: one 8)
The alienStrategy section doesn't necessarily have to be in one particular place inside the save. Just delete the entire alienStrategy section, including the header.
I do not think you have to do any editing from N5 to N6.
Last edit was for L10 to N1.
What you always need to do is ALWAYS make a fresh install. Download the mod from moddb, put in the UFO folder, and copy the config file and your save game. That is it.